Knockout Track

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The Knockout Track consists of five stages. Creatures who become increasingly exhausted, ill, dazed, or punch-drunk move down the stages of the Knockout Track. Each consecutive stage instills harsher penalties to all skill checks, including Attack Rolls, Evasion Rolls, Damage Rolls, Guard Rolls, Casting Rolls, and Focus Rolls. Creatures who move down all five stages gain the unconscious condition (see Conditions below).

Knockout Track
Status Penalty
Stage One −2
Stage Two −4
Stage Three −6
Stage Four −8
Stage Five Knocked-out

When your body takes a beating, you carry your fatigue until you get a good night's sleep. When you awake the next morning, the penalties will have disappeared. You can also apply specialized items (see Chapter 11: Equipment) or perform the Revive spirit art (see Chapter 17: Spirit Arts) to remove Knockout Track penalties in advance of physical rest. Causes of temporary Knockout Track penalties include a Called Shot to the head or abdomen (see Chapter 11: Combat), falling off a building, and tiring Stamina Drain (see below).

Effects in this game can also block stages of the Knockout Track. This signifies that no amount of rest or stimulant use can unburden a creature of the blocked stages; the penalties remain so long as the creature continues to be subjected to the effects imposing the penalties. When the creature is freed from the detrimental circumstances, the penalties vanish. A few effects that block stages of the Knockout Track include illness (see below), sedatives, magic spells (like Inflict Pain), spirit arts (like Sicken), and lethal Stamina Drain.